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International Journal of Software Engineering & Computer Sciences (IJSECS)
ISSN: 2289-8522 ,Volume 1, pp. 41-53, February 2015
©Universiti Malaysia Pahang
DOI: http://dx.doi.org/10.15282/ijsecs.1.2015.4.0004
41
GREENVEC GAME FOR SKIN CONDUCTIVITY LEVEL (SCL)
BIOFEEDBACK PERFORMANCE SIMULATOR USING GALVANIC SKIN
RESPONSE (GSR) SENSOR
A.Noraziah1, Muhd Azrulnizam Suna Abdullah1, Nurzety Aqtar1,
MohammedAdam Ibrahim Fakhreldin1 and Muhammad Nubli Abd Wahab2
1Faculty of Computer Systems & Software Engineering, Universiti Malaysia Pahang,
26300 Gambang, Pahang, Malaysia 2Center of Modern Language and Human Sciences,
Universiti Malaysia Pahang, LebuhrayaTunRazak, 26300 Gambang, Kuantan, Pahang,
Malaysia
Email: [email protected]
ABSTRACT
The increasing fame of biofeedback game has brought convenience to human life. More
and more people rely on biofeedback game as an alternative medical treatment to
overcome their stress problems. GreenVec Biofeedback Game (GVBG) is a
biofeedback game-based application that able to measure the skin conductivity of the
player with an integration of Galvanic Skin Response (GSR) sensor. The measurement
of the skin conductivity is crucial as an indicator for human meditation improvement in
terms of stress control. In addition, GVBG spread awareness on global green
technology issues, specifically about the Electric Vehicles (EV) topics to all users
throughout the game process. The measured Skin Conductivity Level (SCL)
corresponds to the player’s awareness of the green EV through the GVBG Simulator.
Furthermore, GVBGsimulates the biofeedback performance through the measured SCL.
It creates a short report on the player’s SCL based on the GSR sensor data and the game
results at the end of the game session. From the results, the awareness on the EV is high
when the SCL is high, whereas the awareness on the EV is low when the SCL is low.
Therefore, GVBG Simulator helps users to train accordingly in order to reduce stress
while at the same time gain awareness on the green technology issues with EV.
Keywords: GVBG; electric vehicles; GSR sensor; SCL, biofeedback simulator.
INTRODUCTION
Biofeedback has developed rapidly as an alternative medical treatment since it was
discovered by researchers, meditators, and healthcare clinicians in the 1960s. The
biofeedback terminology comes from two different root words; Bio and Feedback. Bio
means life while feedback denotes giving back. Thus, biofeedback is the process of
feeding back information about life responses. The Association for Applied
Psychophysiology and Biofeedback (AAPB) and the International Society for
Neurofeedback and Research (ISNR) defined biofeedback as “a process that enables an
individual to learn how to change physiological activity for the purposes of improving
health and performance”(AAPB, 2008, “What is Biofeedback,” para.2). Biofeedback
focuses on the control of diversity of bodily processes. Few common forms of
biofeedback sensors are galvanic skin response (GSR), pulse sensors, temperature
A.Noraziah et.al/International Journal of Software Engineering and Computer Sciences 1(2015) 41-53
42
sensors and many more. By becoming aware of the ambiguous changes of the body, we
can learn methods to control them and able to improve one’s health. Nowadays,
biofeedback game is highly demanded as an alternative cure to treat stress-related
problems. In parallel with that, focus-training game is a game that emphasizes on the
focus level of the players. Green technology is a long-term solution which resolves problems in many
aspects of life, including public transportation, reduces the dependency on petroleum
and diesel in the country, lowering the amount of carbon emitted daily, free Malaysia
from the problematic fuel subsidy issues and eventually saves the world from a worsen
climate change (“Green Technology: Accelerating a sustainable transportation system,"
2012). More importantly, Electric Vehicles (EVs) technology is part of the alternative of
this green solution. EVs are propelled by an electrically operated motor powered by
rechargeable battery packs. In other parts of the countries, demands for electric powered
vehicles are increasing. For example, in Chicago, electrically operated garbage trucks
are built by electric bus manufacturer called, Motive Power System to collect the
garbage’s in a garbage route provided. Another example can be seen in South Korea,
where The Korea Advanced Institute of Science and Technology (KAIST),developed
Online Electric Vehicles (OLEV) platform; an electric bus which plies a 15-mile route
up to 10 times a day. In Malaysia, exposure is important to spread awareness on the
right green technology concept, especially on the existence of EVs technology in their
living environment. Only minorities of Malaysian are fully exposed to this newly
introduced technology and its benefits towards a better future. With strong society in
Malaysia, biofeedback game is reflected to many new generations (Biofeedback Lab,
2011). Due to its popularity, biofeedback game fits the purpose as a medium to expose
the right EVs concept among the Malaysian. Besides that, the biofeedback game also
teaches player proper relaxation practices throughout the game process and
consequently, improves their meditation techniques as a whole. Biofeedback may still
consider “high-technology” therapy that may be used to engender a relaxation response,
thus treating the stress response itself (H,Eva, 2011).
GreenVec Biofeedback Game (GVBG) is a biofeedback game which integrates
Galvanic Skin Response (GSR) sensor in its game. The game is based on the theme
around University Malaysia Pahang. The player controls an electric car in a virtual track
environment of University Malaysia Pahang. In this game, the player controls an
electric car in a virtual track environment of University Malaysia Pahang. Player is
required to avoid obstacles while moving approaching the end of the map. The car’s life
depends on its battery power, which is decreasing while moving. The faster the car
speeds, the more battery power will be consumed. Player is required to collect the
electric power in a form of a battery along their journey to maintain the car’s life’s span.
The GSR sensor functions to measure human skin conductivity and provides an
indication of changes in individual Sympathetic Nervous System (SNS) (Shi et al.,
2007). Data collected through the skin conductance will be analyzed and be presented in
a simple report at the end of the game. The report corresponds with the player’s
performance throughout the game.
This paper is organized as followed, Section 2 review the biofeedback manual
system, existing systems and sensor technology. Section 3 elaborates the methodology
of GVBG development. Section 4 presents the implementation of GVBG. Section 5
discusses the results. Finally, conclusions are presented in Section 5.
GreenVec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator using Galvanic Skin
Response (GSR) Sensor
43
RELATED WORKS
MANUAL SYSTEM
In a typical biofeedback session, a patient will be accompanied by a Biofeedback
Therapist. The therapist usually approaches patient in a two-way conversation. The
Biofeedback Therapist will require the patient to answer few questions related to
theirlivesbackground. Occasionally, he or she helps the patient to remember things that
the patient may have forgotten or understand patient’s experiences in important new
ways. At times, a patient may also be given a “paper and pencil” test to get additional
helpful information. Then, the client settles in a comfortable recliner while the therapist
begins cleaning patient’s skin withexfoliate and alcohol. Next, the therapist guides
patient through instructions by listening to their body’s feedback (“Exactly what
happens during the first Smarter Way Biofeedback Therapy Session?” 2012).
Another type of biofeedback session is where patients are attached with several
electrical sensors by the therapist. These sensors functionedbymonitoringthe
physiological state such as brain waves, skin temperature, muscle tension or heart rate
variability of the patient. To observe changes in these physiological states, several
techniques areincluded such as Electromyography (EMG) biofeedback thatspecifies
information about body’s muscles, Temperature (thermal) biofeedback which measure
skin temperature, Galvanic Skin Response Training helpsto compute the sweat glands
activity, and hears rate variability biofeedback which assistin controlling heart rate
(“Biofeedback; What can you expect", 2010).
EXISTING SYSTEMS
Journey to Wild Divine, Relax to Win Game, Mind Balance Game, and emWave
Desktop Stress Relief System are the current existing biofeedback games. Journey to
Wild Divine is a biofeedback video game system promoting stress management and
overall wellness through meditation, relaxation exercises, and mindfulness training.
Founded by Kurt R. Smith and Corwin Bell in 2001, The Journey to Wild Divine is
widely spread and highly rated as the world’s best computer program for stress relief
and stressed related health issues. On top of its biofeedback method as an alternative
healthcare, this system also have a unique game concept , where players are allowed to
use thoughts, emotions, and breathing to complete the mind and body training events
(Wild Divine Inc, 2012).
Relax to Win game is a game developed by MIT Media Lab in the US
(MarjaanaLehtinen, 2012). It is a game in a form of a race between two dragons. The
Relax to Win, implements a competitive game structure where two players have to relax
to determine the speed of the dragon. In a race against stress, the winner is the player
who manages to relax the most during the course of the game (“Relax to Win – A New
Game for Mobile Phone”, 2006). Competitive games usually bringplayers to a certain
level of increased tension, but in Relax to Win, player must discover to override this
tendency, learn not only to relax, but to relax in a stressful environment (“Relax to Win
– A New Game for Mobile Phone”, 2006). The game takes place in a virtual 3D world
set aboard a starship in space. The environment is designed to immerse the player and
attract their attention to make the feedback process is more effective (“Video Games to
Help You Relax”, 2002). This is due to a fact that people’s focus and adaptability level
A.Noraziah et.al/International Journal of Software Engineering and Computer Sciences 1(2015) 41-53
44
varieswith each other, thus an impressive environment is designedto effectivelyaffect
player’s attention.
Mind Balance was the first application developed by the MindGames group as
part of ambitious collaboration with researchers at University College Dublin to
implement new brain-computer control interfaces. The game concept is easy where a
participant must assist a tightrope-walking behemoth known as the Mawg, by helping
him balance as he totters across a cosmic tightrope (‘Mind Balance”). There is no
joystick, any mouse and not even a camera, but only a cap that non-invasively measures
signals from the back of the head (“Mind Balance”). The cap which known as The
Cerebus hardware device used for the game relies on an electroencephalogram (EEG)
metric and the wireless technology Bluetooth to create a control mechanism. Instead of
measuring the ratio between alpha and beta waves, The Cerebus monitors the occipital
lobes at the back of the head to detect artifacts from the electrical signals produced by
the brain’s visual processing (“Cross-Country Olympic Mind Games”). Figure 1 shows
the feedback loop of Mind Balance Game.
Figure 1. The feedback loop of Mind Balance Game
The emWave Desktop Stress Relief System is a scientifically validated
software/hardware system that collects pulse data through an ear or finger sensor which
plugs into your computer. Currently, this biofeedback instrument had been used and
available at Biofeedback Lab at Gambang Campus, University Malaysia Pahang
(UMP). The system translates the information from user heart rhythms into interactive
graphics displayed on your monitor screen (IP Home LLC, 2011). The gameapproach
offers four challenges level to help user sharpen their coherence building skills.
Additionally, the system incorporates an accumulated coherence scoring display so you
can track your progress during a session and save and review their sessions over time
(Tools for Wellness, 2012). Basically, the emWave Desktop system determines the
degree of coherence found in user’s heart rhythm patterns and displays changes in real
time. When stressed, user’s heart rhythms will produce an incoherent pattern and vice
versa. All of these changes of heart’s rhythms patterns are displayed on the user’s
computer screen. By knowing the visual change on the screen and associating it with a
more peaceful, calm internal state, user will be able to manage stress and maintain a
state of physiological coherence and balance (IP Home LLC, 2011). Figure 2 shows the
comparison of heart’s rhythms pattern in a contrast coherence state.
GreenVec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator using Galvanic Skin
Response (GSR) Sensor
45
Figure 2. Comparison of Heart's Rhythms Patterns with emWave Desktop Stress Relief
System
SENSOR TECHNOLOGY
Sensor is a device that detects and responds to some type of input from the physical
environment. The specific input could be light, heat, motion, moisture, pressure, or any
one of a great of other environmental phenomena. The output is generally a signal that
is converted to human-readable display at the sensor location or transmitted
electronically over a network for reading or further processing (W. Ivy, 2012).
Skin conductance or also known as Galvanic Skin Response (GSR) is one of the
several electro dermal responses (EDRs). EDR changes in the electrical properties of a
person’s skin caused by an interaction between environmental events and the
individual’s psychological state (“The Galvanic Skin Response (GSR) and emotion”).
The skin conductivity startles response is one of the most robust and well-studied
physiologic responses (H. Jennifer, 1999) because skin conductance reflects more than
one physiologic process due to its properties that change on the relatively short time
scale of seconds. Skin conductance serves as indicators of processes as attention,
habituation, arousal and cognitive effort in many different subdomains of psychology
and related disciplines (Figner. B & Murphy, R.O). Basically, skin conductance can be
divided into two types; tonic and phasic skin conductance. Tonic skin conductance is
the baseline level of skin conductance, in the absence of any particular discrete
environmental event, and is generally referred to as Skin Conductance Level (SCL).
Tonic skin conductance levels vary over time in individuals depending on his or her
psychological state and autonomic regulation (“The Galvanic Skin Response (GSR) and
emotion”). Another type of skin conductance is Phasic skin conductance, which changes
when the events take place. Discrete environmental stimuli will evoke time-related
changes in skin conductance. These are generally referred as Skin Conductance
Responses (SCRs) (“The Galvanic Skin Response (GSR) and emotion”).
Commonly, skin conductance reactivity is monitored using the feedback
instrument such as Galvanic Skin Response (GSR) sensors. GSR sensor has two built in
electrodes, which will automatically send the small electric andpass it through the body
of the test subject to measure conductivity. The GSR reflects sweat gland activity and
changes in the sympathetic nervous system and measurement variables. The
measurement is taken from the subject’s fingertips, where changes are monitored in the
relative conductance of small electrical flow between the electrodes. The activity of the
sweat glands in response to sympathetic nervous simulation (increased sympathetic
A.Noraziah et.al/International Journal of Software Engineering and Computer Sciences 1(2015) 41-53
46
activation) results to an increase in the level of conductance. There is a relationship
between sympathetic activity and emotional arousal, although one cannot identify the
specific emotion being elicited (F.D. George, 1977). While it is well correlated with
emotional events in studies, the skin conductance response is still not entirely
predictable.
Figure 3. A GSR Sensor
Figure 3 shows the Galvanic Skin Response (GSR) Sensor to measure the skin
conductivity level of a person. The measurement is based on the amount of current that
can pass through our body. The GSR sensor shows how easy (conductance) or how
difficult (resistance) it is for the current to pass through our body, and this is based on
Ohm’s Law. Ohm’s Law states that the electric current flowing through a conductor is
always proportional to the applied potential difference to it (voltage) but indirectly
proportional to resistance value (Basic Electronics, 2011).
METHODOLOGY
During the development, Spiral Methodology is applied for smoother and clearer
development processes. Figure 4 shows the Spiral Model as a whole. The Spiral
Methodology involves iteration processes, which starts at a center of the spiral and
continuously loop until customer’s requirements are satisfied. There are six phases exist
in the Spiral Methodology starting from Customer Communication, Planning, Risk
Analysis, Engineering, Construction and Release, and lastly Customer Evaluation(W, B,
Barry. 2003).
Figure 4. Spiral Methodology
GreenVec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator using Galvanic Skin
Response (GSR) Sensor
47
Spiral Methodology is an iterative life cycle model which is suitable for large,
expensive, and complicated models. Although, Integrated GreenVec Biofeedback Game
(IGVBG) using GSR sensor is not a large or expensive system yet it is truly
complicated in its development processes. Plus, the integration of this biofeedback
game with the external device which is the Galvanic Skin Response (GSR) sensor
makes it to be more complex for data analysis and design phases.
For GVBG, repetitive validation and verification from the customer is essential
to get accurate requirements during the design and data analysis phases. Inaccurate data
gathered may affect the product’s functionality critically. Besides that, Spiral
Methodology is also capable inidentifying potential risk areas at the early stage of the
processes. It has built-in critical features for risk mitigation and clarifying requirements.
Risks are known as a main factor for high product costing. For GVBG, this is truly
helpful because if the risk is accessed regularly, hence better planning can be made, and
more cost can be saved. Without repetitive and risk mitigation features, the project
development has higher possibility in costing by the end of the project.
The initial phase which is customer communication involves data collection of
user requirement. This is usually done in a two-way conversation with the customer to
discuss on the user requirements for the project development. This is a fundamental step
of getting the accurate requirements to build the precise product for the customer. In this
phase, close interview session was carried out with Assoc. Prof. Dr. Nubli, one of the
biofeedback researchers in University Malaysia Pahang.
The second phase which is planning phase was done where all the needed
resources are allocated, the milestones are well-planned, existing documentation has
been done; objectives and constraints are determined, and others relevant information
for a better understanding of GVBG using sensor are collected.
Figure 5 shows overall system flow design of GVBG.Before player enters the
game, the GSR sensor must be connected to the player. The game starts when the player
enters the Integrated GreenVec Biofeedback Games using GSR sensor. Firstly, the
introduction video will be displayed at the beginning of the game. Then, player will be
redirected to the home menu. Here, few options are available; player may choose to
either access tutorial, access help menu or play the game. In tutorial site, player will be
demonstrated with proper way of playing the game. Player will also be guided on how
to achieve the game’s goal. While in the help menu site only shows the keys for the
GVBG game. When player enters the play game site, player will be redirected to the
game environment. Here, all the game’s score is kept into a database. A simple GSR
raw data graph result is shown at the Relax Trace Program. Lastly, the GVBG using
GSR sensor ends once player exit from the game.
IMPLEMENTATION
This section presents the implementation of GVBG. The following table lists the
hardware requirements for the GVBG using GSR sensor development environment. The
hardware requirements are divided into two separate categories, customer and
developer’s hardware requirements. The hardware requirements for GVBG using GSR
sensor development are listed as followed:
A) For personal computer or notebook, the minimum hardware specifications are
listed as below:
(a) At least 1.60 GHz of Central Processing Unit (CPU)
(b) At least 512 MB of Random Access Memory (RAM)
A.Noraziah et.al/International Journal of Software Engineering and Computer Sciences 1(2015) 41-53
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(c) At least 256-color, minimal resolution 800 x600 display
(d) At least 5400 RPM hard disk
(e) Sound system with microphone input jack
(f) DVD-ROM with CD burner drive
(g) Universal Serial Bus (USB) port
(h) Built in Basic Graphics of 64 MB that supports DirectX
B) For developer’s desktop computer or notebook, the minimum hardware
specifications are listed as below:
(a) At least 2.5 GHz of Central Processing Unit (CPU)
(b) 64 bit of performance, 1024 x 768 resolution
(c) Sound system with microphone input jack
(d) At least 2048MB of RAM DDR3
(e) DVD-ROM with Multi Recorder
(f) Universal Serial Bus (USB) Port
Figure 5. Main Menu of GVBG
The game interfaces are one of the essential elements of any game development, where
it gives the initial impression of the game as a whole. The game interface should be
attractive, simple, consistent and relevant with GVBG. Figure 5 shows the main
interface of the game. When the player chooses to play the game, the user will be
redirected to How to Play the Game as shown in Figure 6. This process only happens
for first time user. For the second game and third game, player will be redirected
straight to game area. In GVBG, database is vital to keep track of player’s SCL
biofeedback performance throughout the game session. Each of the players has unique
profile, which was created by Biofeedback Trainer in command before the game started.
GVBG database allows addition of new player. Each of players is also given their own
web account for the game. Figure 7 shows the home page of the game database
interfaces. Figure 8 shows the user profile of the player that consists of five sections.
This section is compulsory if the minimum value from the EDR Trace from Relax Trace
Application is positive and less than the baseline value. The third section is functioning
as the Game Score Section where all the vital values; minimum values, maximum
values, and baseline values from Relax Trace Application are collected. The fourth is
the Graph Result Section.
GreenVec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator using Galvanic Skin
Response (GSR) Sensor
49
Figure 6. How to Play Section
Figure 7. Homepage for GVBG database interface
This is the section that allows users to upload their graph’s result, which was obtained
from the Relax Trace Application. There are three graph results, and each of these graph
results comes with their respective game score, which can be obtained from the
exported Relax Trace Application data also. The fifth section is the most important
section to generate the report summary of player’s biofeedback performance. This
section involves data analysis from all three game results and compiles them in into one
simple report summary.
Figure 9 shows the EDR Trace detected using Relax Trace Application. The data
was acquired when the players’ two fingers in contact to the GSR device attached with
the laptop. This EDR Trace will give an output for three values; minimum value,
maximum value and baseline value. Minimum and maximum value is obtained from the
raw signal data exported from the EDR Trace result while baseline value is the initial
value of the EDR Trace in the graph when the button “Start Training” was clicked.
Baseline value is unique for each player. For first-time user, it is compulsory to get the
baseline value first before proceed with the real training session.
A.Noraziah et.al/International Journal of Software Engineering and Computer Sciences 1(2015) 41-53
50
Figure 8. User Profile Page
Figure 9. EDR Traces detected using Relax Trace Application
RESULT AND DISCUSSION
The results of SCL raw data was retrieved from Relax Trace application. Table 2-4
shows example results from GVBG Simulator.
Table 2. Awareness Level of EVs is high based on SCL of the Player
SCL Data/Game Level Game 1 Game 2 Game 3
Minimum Value 1204 (m) 4570 (m) 10341(m)
Maximum Value 7556 (m) 9860(m) 11057(m)
Awareness Level of EVs High
GreenVec Game for Skin Conductivity Level (SCL) Biofeedback Performance Simulator using Galvanic Skin
Response (GSR) Sensor
51
Table 3. Awareness Level EVs is low based on SCL of the Player
SCL Data/Game Level Game 1 Game 2 Game 3
Minimum Value -6307(m) -3025(m) 6884(m)
Maximum Value 5083(m) 2450(m) 7268(m)
Awareness Level of EVs Low
Table 4. Awareness Level EVs is balance based on SCL of the Player
SCL Data/Game Level Game 1 Game 2 Game 3
Minimum Value -6000(m) -6000(m) -6000(m)
Maximum Value 6000(m) 6000(m) 6000(m)
Awareness Level of EVs Balance
Amplitude is measure in meter (m). Below are the summarizations of the analysis for
GSR data:
1. Amplitude f SCL is increased when the awareness of electric vehicles issues is high.
2. Amplitudeof SCL is decreased when the awareness of vehicles issues is low.
3. Amplitude of SCL is increased and decreased with balance when the awareness on
vehicles issues is balanced.
Figure 12. The Galvanic Skin Response (GSR) Meter Psycho-analytical research
GVBG using GSR Sensor has met all the objective of this project, which are:
1. To develop prototype of green vehicles biofeedback games using Galvanic Skin
Response in order to give awareness about the Electric Vehicles (EVs) concept
to the player
2. To measure the player’s skin conductivity through this biofeedback game
A.Noraziah et.al/International Journal of Software Engineering and Computer Sciences 1(2015) 41-53
52
3. To generate a summary of the player’s skin conductivity via this biofeedback
game
CONCLUSIONS
GreenVec Biofeedback Game (GVBG) is software that put biofeedback technology and
green technology together. The main intention behind this amalgamation is to bring
awareness on Green Electric Vehicles (EVs) technology to Malaysian. Currently,
knowledge on green technology particularly, Green Electric Vehicles among Malaysian
citizen is considerably low and some of them even have misconception towards this
environmental friendly technology. Thus, putting these two technologies together may
be the best approach in promoting it. Mechanically, GVBG is integrated with the
Galvanic Skin Response (GSR) sensor to measure the skin conductivity level of the
player. This specific approach is implemented in order to discover the psychological
phase of the player through biofeedback method. In addition, exposure to green vehicles
concept is emphasized in the game with an objective that it could bring awareness to the
player and could lessen the fuel consumption of a vehicles in the future. On top of that,
SCL performance of each player is documented so that it can assist player in improving
their psychological state into a better one. For future work, this SCL data can assist
biofeedback researcher to further expand or create new method on how to cope with
variety of psychological problems in today’s society. The GVBG using GSR sensor is
hoped to be a medium for pre-education knowledge exposure about the importance of
Electric Vehicles (EVs) apart from being a newly meditation techniques for a better
future in our society.
ACKNOWLEDGEMENTS
Appreciation conveyed to Ministry of Higher Education Malaysia for project financing
under Fundamental Research Grant Scheme, RDU120119.
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